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A new spell system: a "token" based wizard
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<blockquote data-quote="SteveC" data-source="post: 2454377" data-attributes="member: 9053"><p>You've got it: the idea is that recharging with the five minute charge up period represents a gradual refilling of the pool, and doesn't need any die rolls to do, while the in combat recharge requires a concentration check to be successful. Some of the playtesters suggested adding damage (1D6 subdual per token you were attempting to recover), but the general consensus was that wasting an action and still being unable to cast further spells was more than enough of a penalty. </p><p> </p><p>Another good point. The "five minute" rule was really put into place as something of a compromise so that there was some recharge needed, but the wizard could use his spells in every encounter. The exact time frame could easily be adjusted, and it's something I will have to think about.</p><p> </p><p>That's the idea: removing the "you have these tokens available in an encounter" makes the class just another variant on a wizard or other spell slot character. I'm going to have to think about what you've written, however, because I think it's a good point. My gut reaction is to give the token wizard his normal set of tokens for encounters, and then give another set for use in general. The idea would be that tokens spent outside of combat only refresh when you rest. I would still keep any tokens in-use for spells that you cast with a duration.</p><p> </p><p>This makes things a little more complicated than I like, and it's largely meta gaming, which I don't normally like, but I think it would work.</p><p> </p><p>Comments?</p></blockquote><p></p>
[QUOTE="SteveC, post: 2454377, member: 9053"] You've got it: the idea is that recharging with the five minute charge up period represents a gradual refilling of the pool, and doesn't need any die rolls to do, while the in combat recharge requires a concentration check to be successful. Some of the playtesters suggested adding damage (1D6 subdual per token you were attempting to recover), but the general consensus was that wasting an action and still being unable to cast further spells was more than enough of a penalty. Another good point. The "five minute" rule was really put into place as something of a compromise so that there was some recharge needed, but the wizard could use his spells in every encounter. The exact time frame could easily be adjusted, and it's something I will have to think about. That's the idea: removing the "you have these tokens available in an encounter" makes the class just another variant on a wizard or other spell slot character. I'm going to have to think about what you've written, however, because I think it's a good point. My gut reaction is to give the token wizard his normal set of tokens for encounters, and then give another set for use in general. The idea would be that tokens spent outside of combat only refresh when you rest. I would still keep any tokens in-use for spells that you cast with a duration. This makes things a little more complicated than I like, and it's largely meta gaming, which I don't normally like, but I think it would work. Comments? [/QUOTE]
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A new spell system: a "token" based wizard
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